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<blockquote data-quote="Petey7" data-source="post: 5517574" data-attributes="member: 6673421"><p>Killing isn't the only way to get experience (technically it depends on the DM). The DMG and DMG2 havw information on doing experience outside of battle. A lot of DMs doing roleplaying experience, storyline experience, or experience for getting around certain challenges rather than facing them head on (such as casting deafness on a sleeping fire giant to walk past it without waking it rather than fighting it). </p><p> </p><p>If you want to allow people to have fun in town or anything like that, use every time a character talks to anyone for any reason as a chance for roleplaying. In the very first campaign I was in, the DM allowed us to haggle with shop owners. It became a running gag that one friend of mine had no ranks in diplomacy and anytime he tried to use it while haggling he rolled a 1 on the die. This lead to various shopkeepers banning him from their stores. It wasn't great in game because other people had to shop for him, but everyone at the table got a laugh out of it. </p><p> </p><p>As for the craft problem. You could say that the person only works on it during down time, and make it take longer to create the item, or something like that in order to keep the entire party from sitting around doing nothing for a month in-game. The PHB has information on doing craft checks according to a day of work as opposed to a week of work so you could use that as a starting point. Trying to cut down on the dice rolling might be a little harder to do. You also need to decide how time effects your campaign world. Are they on a mission that has to be completed in a certain amount of time? If so, how much time can they afford to waste before they are too far off track to succeed?</p></blockquote><p></p>
[QUOTE="Petey7, post: 5517574, member: 6673421"] Killing isn't the only way to get experience (technically it depends on the DM). The DMG and DMG2 havw information on doing experience outside of battle. A lot of DMs doing roleplaying experience, storyline experience, or experience for getting around certain challenges rather than facing them head on (such as casting deafness on a sleeping fire giant to walk past it without waking it rather than fighting it). If you want to allow people to have fun in town or anything like that, use every time a character talks to anyone for any reason as a chance for roleplaying. In the very first campaign I was in, the DM allowed us to haggle with shop owners. It became a running gag that one friend of mine had no ranks in diplomacy and anytime he tried to use it while haggling he rolled a 1 on the die. This lead to various shopkeepers banning him from their stores. It wasn't great in game because other people had to shop for him, but everyone at the table got a laugh out of it. As for the craft problem. You could say that the person only works on it during down time, and make it take longer to create the item, or something like that in order to keep the entire party from sitting around doing nothing for a month in-game. The PHB has information on doing craft checks according to a day of work as opposed to a week of work so you could use that as a starting point. Trying to cut down on the dice rolling might be a little harder to do. You also need to decide how time effects your campaign world. Are they on a mission that has to be completed in a certain amount of time? If so, how much time can they afford to waste before they are too far off track to succeed? [/QUOTE]
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